tibia-client/src/otclient/core/thing.cpp

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/*
* Copyright (c) 2010-2011 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
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#include "thing.h"
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#include "spritemanager.h"
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#include <framework/graphics/graphics.h>
Thing::Thing(Otc::ThingType type) : m_id(0), m_type(type)
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{
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m_xDiv = 0;
m_yDiv = 0;
m_zDiv = 0;
m_animation = 0;
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}
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void Thing::setPosition(const Position& position)
{
Position oldPosition = m_position;
m_position = position;
onPositionChange(oldPosition);
}
void Thing::internalDraw(int x, int y, int blendframes, Otc::SpriteMask mask)
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{
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const ThingAttributes& attributes = getAttributes();
for(int yi = 0; yi < attributes.height; yi++) {
for(int xi = 0; xi < attributes.width; xi++) {
int sprIndex = xi +
yi * attributes.width +
blendframes * attributes.width * attributes.height +
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m_xDiv * attributes.width * attributes.height * attributes.blendframes +
m_yDiv * attributes.width * attributes.height * attributes.blendframes * attributes.xdiv +
m_zDiv * attributes.width * attributes.height * attributes.blendframes * attributes.xdiv * attributes.ydiv +
m_animation * attributes.width * attributes.height * attributes.blendframes * attributes.xdiv * attributes.ydiv * attributes.zdiv;
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int spriteId = attributes.sprites[sprIndex];
if(!spriteId)
continue;
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TexturePtr spriteTex = g_sprites.getSpriteTexture(spriteId, mask);
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Rect drawRect((x - xi*32) - attributes.drawOffset,
(y - yi*32) - attributes.drawOffset,
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32, 32);
g_graphics.drawTexturedRect(drawRect, spriteTex);
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}
}
}